diff --git a/include/z64animation.h b/include/z64animation.h index ddd87fb2f4..0056f3b141 100644 --- a/include/z64animation.h +++ b/include/z64animation.h @@ -355,34 +355,34 @@ void AnimationContext_SetCopyTrue(struct PlayState* play, s32 vecCount, Vec3s* d void AnimationContext_SetCopyFalse(struct PlayState* play, s32 vecCount, Vec3s* dst, Vec3s* src, u8* copyFlag); void AnimationContext_SetMoveActor(struct PlayState* play, struct Actor* actor, SkelAnime* skelAnime, f32 arg3); void AnimationContext_LoadFrame(struct PlayState* play, AnimationEntryData* data); -void AnimationContext_CopyAll(PlayState* play, AnimationEntryData* data); -void AnimationContext_Interp(PlayState* play, AnimationEntryData* data); -void AnimationContext_CopyTrue(PlayState* play, AnimationEntryData* data); -void AnimationContext_CopyFalse(PlayState* play, AnimationEntryData* data); -void AnimationContext_MoveActor(PlayState* play, AnimationEntryData* data); -void AnimationContext_Update(PlayState* play, AnimationContext* animationCtx); -void SkelAnime_InitPlayer(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, PlayerAnimationHeader* animation, s32 flags, void* jointTableBuffer, void* morphTableBuffer, s32 limbBufCount); +void AnimationContext_CopyAll(struct PlayState* play, AnimationEntryData* data); +void AnimationContext_Interp(struct PlayState* play, AnimationEntryData* data); +void AnimationContext_CopyTrue(struct PlayState* play, AnimationEntryData* data); +void AnimationContext_CopyFalse(struct PlayState* play, AnimationEntryData* data); +void AnimationContext_MoveActor(struct PlayState* play, AnimationEntryData* data); +void AnimationContext_Update(struct PlayState* play, AnimationContext* animationCtx); +void SkelAnime_InitPlayer(struct PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, PlayerAnimationHeader* animation, s32 flags, void* jointTableBuffer, void* morphTableBuffer, s32 limbBufCount); void PlayerAnimation_SetUpdateFunction(SkelAnime* skelAnime); -s32 PlayerAnimation_Update(PlayState* play, SkelAnime* skelAnime); -void Animation_SetMorph(PlayState* play, SkelAnime* skelAnime, f32 morphFrames); -void PlayerAnimation_Change(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames); -void PlayerAnimation_PlayOnce(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation); -void PlayerAnimation_PlayOnceSetSpeed(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed); -void PlayerAnimation_PlayLoop(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation); -void PlayerAnimation_PlayLoopSetSpeed(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed); -void PlayerAnimation_CopyJointToMorph(PlayState* play, SkelAnime* skelAnime); -void PlayerAnimation_CopyMorphToJoint(PlayState* play, SkelAnime* skelAnime); -void PlayerAnimation_LoadToMorph(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 frame); -void PlayerAnimation_LoadToJoint(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 frame); -void PlayerAnimation_InterpJointMorph(PlayState* play, SkelAnime* skelAnime, f32 weight); -void PlayerAnimation_BlendToJoint(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation1, f32 frame1, PlayerAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer); -void PlayerAnimation_BlendToMorph(PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation1, f32 frame1, PlayerAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer); +s32 PlayerAnimation_Update(struct PlayState* play, SkelAnime* skelAnime); +void Animation_SetMorph(struct PlayState* play, SkelAnime* skelAnime, f32 morphFrames); +void PlayerAnimation_Change(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed, f32 startFrame, f32 endFrame, u8 mode, f32 morphFrames); +void PlayerAnimation_PlayOnce(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation); +void PlayerAnimation_PlayOnceSetSpeed(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed); +void PlayerAnimation_PlayLoop(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation); +void PlayerAnimation_PlayLoopSetSpeed(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 playSpeed); +void PlayerAnimation_CopyJointToMorph(struct PlayState* play, SkelAnime* skelAnime); +void PlayerAnimation_CopyMorphToJoint(struct PlayState* play, SkelAnime* skelAnime); +void PlayerAnimation_LoadToMorph(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 frame); +void PlayerAnimation_LoadToJoint(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation, f32 frame); +void PlayerAnimation_InterpJointMorph(struct PlayState* play, SkelAnime* skelAnime, f32 weight); +void PlayerAnimation_BlendToJoint(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation1, f32 frame1, PlayerAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer); +void PlayerAnimation_BlendToMorph(struct PlayState* play, SkelAnime* skelAnime, PlayerAnimationHeader* animation1, f32 frame1, PlayerAnimationHeader* animation2, f32 frame2, f32 blendWeight, void* blendTableBuffer); void PlayerAnimation_EndLoop(SkelAnime* skelAnime); s32 Animation_OnFrameImpl(SkelAnime* skelAnime, f32 frame, f32 updateRate); s32 PlayerAnimation_OnFrame(SkelAnime* skelAnime, f32 frame); -void SkelAnime_Init(PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount); -void SkelAnime_InitFlex(PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount); -void SkelAnime_InitSkin(GameState* gameState, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation); +void SkelAnime_Init(struct PlayState* play, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount); +void SkelAnime_InitFlex(struct PlayState* play, SkelAnime* skelAnime, FlexSkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation, Vec3s* jointTable, Vec3s* morphTable, s32 limbCount); +void SkelAnime_InitSkin(struct GameState* gameState, SkelAnime* skelAnime, SkeletonHeader* skeletonHeaderSeg, AnimationHeader* animation); void SkelAnime_SetUpdate(SkelAnime* skelAnime); s32 SkelAnime_Update(SkelAnime* skelAnime); void SkelAnime_AnimateFrame(SkelAnime* skelAnime); @@ -400,7 +400,7 @@ void SkelAnime_CopyFrameTableTrue(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src, void SkelAnime_CopyFrameTableFalse(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src, u8* copyFlag); void SkelAnime_UpdateTranslation(SkelAnime* skelAnime, Vec3f* diff, s16 angle); s32 Animation_OnFrame(SkelAnime* skelAnime, f32 frame); -void SkelAnime_Free(SkelAnime* skelAnime, PlayState* play); +void SkelAnime_Free(SkelAnime* skelAnime, struct PlayState* play); void SkelAnime_CopyFrameTable(SkelAnime* skelAnime, Vec3s* dst, Vec3s* src); // ZAPD compatibility typedefs